"How are things near Sonmou?"
He's nowhere near Sonmou! Probably could ne pas get to Sonmou if nous
came out avec un axi for him. Il est too busy blubbing dans his
bratwurst and regardez les nice 'oles notre brave char Francais avais
made in his big fat boche tanks. Blitzkreig mon pied.
Sid in Sonmou - PAS!! il est un fag!
By the way - dare you to look in the cellar!
With love
The Brave French Army (Pllllllllrrrrpppp!)
richardclarkerli wrote:
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Sidney
That is an issue. I would be keen not to overlegislate in the rules
for every occurence. Losing the aforementioned advantages would seem
sufficient for me. For a start the co-ordination of the attack,
previously well shaped due to the pipes, would start to fall off.
The Big Man would only be able to move one section if they were under
fire so only the Platoon card would be useful in keeping things
rolling, i.e. half the chance than when the pipes were in use. What
originally looked like a good bet has now had its odds halved, and,
to extend the analogy, may well be a non-runner.
Anyway, surely all Scotsmen can play the pipes, another would emerge
from the ranks to fill his skirt and boots;-)
How are things near Sonmou?
Cheers
Rich
--- In Toofatlardies@..., "Adam Blakemore"
<adam.blakemore1@b...> wrote:
Given that the Scots would be inspired by the sound of the peeps,
should not the morale effect of the piper being a casualty also be
considered.....? To hear only the first few bars of "Cock of the
North" before the piper is killed would no doubt send many a Scottish
soldier into a gloomy introspection, muttering "We're Doooomed" to
any who'll listen....
I can't remember how you deal with morale in IABSM - but in the
event of the piper being shot, perhaps an instant morale test would
be appropriate, with an appropriate reduction for the loss of the
piper?
Sid
----- Original Message -----
From: richardclarkerli
To: Toofatlardies@...
Sent: Tuesday, April 08, 2003 11:42 AM
Subject: [Toofatlardies] Re: The skirl of the pipes
Nick
The movement thing reflects the fact that while the piper pipes
people will keep moving, in the same way that troops did in
previous
centuries. It does NOT make people shoot better, and, indeed,
only
applies when the entire Platoon is moving its full distance. As
such, whilst it is a bonus in a certain context, it is no
universal
panacea.
Three dice is half a hit (6's killing), so the pipes will average
out
making a difference of 1 hit in a melee, not a lot, but enough to
make it worth undertaking, or at least being considered.
I think we get to melee about as often as it happened in real
life.
It's really only close terrain that would see that sort of
fisticuffs
anyway.
Rich
--- In Toofatlardies@..., nick.skinner@w... wrote:
> Rich
> Not "The Devils in Skirts"!! Where's Terry Scott!?
>
> My initial feeling is that you've given too big a bonus for the
pipes.
> Insted of enabling the CO to move every section, which does
give him
> excellent command and control - better than elite troops like
german
> paras etc, how about having a "peeps" card, which acts as a
bonus
> platoon card? Alternatively, issue the jocks with an extra dice
for
> firing and movement when under the effect of the wee dreaded
windy
> things.
>
> As for the hun, perhaps the sound of the pipes would make them
less
> crafty, making them more edgy and more prone to opening fire at
longer
> ranges (a la French 1940) rather than holding their fire.
Perhaps
some
> wehrmacht units will not advance when confronted with swirling
pipes
> UNLESS an officer tells them to grow up and get on with it?
>
> +3 dice for attacker against -3 dice for defender is a big
difference
> in melee, but I'd happily play it to see how it goes (on the
basis
that
> everybody buggers off before you ever get to melee anyway so
who
cares
> what the rule is!). It may need toning down.
>
> Food for thought....
>
>
>
>
>
> richardclarkerli wrote:
>
> > Before Nikkos gets overexcited with his lusty young lads
(?), I
have
> > painted up some Jock officers and pipers this weekend,
Camerons
and
> > Black Watch if you're interested, for my 1940 bash.
Regulations
> > restricted the kilt to home service, but in reality a few men
tended
> > to be equipped with them in the field. Therefore, take your
average
> > British Company, add some red haired officer and a bloke
playing
the
> > pipes, both in skirts of course, and we have a Scots Company.
> >
> > But what effect should the "Peeps" have? On refelection
their
main
> > impact seems to have been three fold. Firstly they acted as
a
device
> > for co-ordinating an attack (lots of people could hear them).
> > Secondly they got the blood up of the blokes advancing with
them.
> > Thirdly they scared the shit out of the Germans (Eyeties
etc.).
> >
> > So, I thought, how about the following.
> >
> > An advance led by bagpipes means that the leading Big Man
may, on
the
> > turn of his card, move the entire Platoon he is heading, and
not
just
> > one or more sections. This only applies to the force if it is
> > advancing at full speed, and would not be applicable to
firing,
> > spotting etc.
> >
> > Scots troops led by the pipes will gain an additional three
dice
in
> > any melee they are led into. Axis troops attacked by pipe
led
Jocks
> > will lose three dice.
> >
> > Rich
> >
> >
> >
> >
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> >
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